
Finnegan "Devilbow" Rook |

Well...strictly speaking, we could animate them, then completely hide them head to toe in full plate. Then they're just heavily armored soldiers. We could even say they're magically animated suits of armor - so long as no one looks inside, it should be believable.

The Winds of Fate |

If you want to peruse lists of deities to pretend to worship, Pathfinder wiki has a list of Golarian deities.
Of all the major deities, Nethys would be your best option. For minor deities, I am partial to Sivanah.
Also, keep in mind that at some point, actual faithful of the religion may take issue with your masquerading if it is discovered.

The Winds of Fate |

Event roll, chance is now at 75%.
1d100 ⇒ 54
And we have an event.
1d100 ⇒ 63 Result: 51–75 Beneficial settlement event
1d100 ⇒ 46 Result: 41–46 Noblesse oblige
A noble family offers to construct a Monument (01–50) or Park (51–100) in your settlement at the family’s own expense. The nobles pay all costs and Consumption for this purpose.
1d100 ⇒ 88 Result: Park
A wealthy noble family who's younger sons have settled in Novyi Svet have decided to develop a park in that town and cover the cost for it themselves.

Finnegan "Devilbow" Rook |

Also, these other two fledgling nations we've met who are all "We worship Iomedae" and "Look at all these good deities we worship" might not be too happy with our tolerance of Urgathoan worship.

Marcus the Dog |

I agree that Nethys would likely be your best option. He's extremely flexible and you could justify anything from being a protective community cleric to a destruction-causing or undead-creating nightmare, even in the same day.
Because magic.
I agree with the armored coverage and calling them animations or constructs. Probably the safest option, and keep them hidden most of the time.

Alexander Orlovsky |

Given that we'll need bodies if we're using undead, I'm not sure how long people will buy that. It'll only take one person finding out to blow it. If we're going to use undead, I suggest we be open about it and go all in. Sell it as super-nationalistic loyalty and ask the population to buy into the idea that we need this to see to their safety. Because if we try to trick them and they find out, the consequences are *way* worse than just not using undead to begin with.

Marcus the Dog |

Hmm. It would make us more openly evil but may be better for preventing revolts.
I suppose the question is: How badly do we need an undead legion? What are the advantages of it compared to more living soldiers?

Alexander Orlovsky |

I mean, I'm perfectly fine with being openly "evil" in that sense. It's not like we're hiding that too much. We're also openly "lawful", which I imagine also turns off some people. ;)
As for advantage, I'm not sure there's too much? I mean, undead units have the normal undead immunities, so there is that. We're already using kobolds though, and will almost certainly use lizardmen and mites eventually.

Marcus the Dog |

They would be useful in certain circumstances, such as underwater or poor-oxygen environments, as well as vs. cold and a number of other things...I suppose they would also theoretically not consume anything? There would be an up-front cost for gear and then they're happy to sit somewhere with no food or entertainment to speak of.

Alexander Orlovsky |

Recommendations for expansion:
Claim: [07,08] and [03,05] - 2 BP
Build:
Sawmill [04,06] 3 BP
Farm [07,08] 4 BP
Road [03,06] 4 BP
Total: 13 BP
Upgrade Erestil Shrine to Temple - 12 BP
That leaves 11 BP. We can expand Voronakholm for 2 BP. Maybe a Graveyard in Voronakholm? That'll leave us with 5 BP to spring on something next turn.

Marcus the Dog |

"What do you mean 'undead', they're just imaginative Halloween decorations!"

Othniel Laurentius |

If we go open, think of the recruiting posters! "Show the true depths of your patriotism! You *don't* have just one life to lose for your country!"

Marcus the Dog |

I feel like we're going to turn into a spoof of Starship Troopers hahaha

Alexander Orlovsky |

Turn 20 Upkeep Phase:
1. Stability Check: DC 47, roll is at +47
2. Pay Consumption: Consumption 0
3. Fill Vacant Magic Item Slots: Two minor wondrous items
4. Modify Unrest: 0
Stability: 1d20 + 47 ⇒ (16) + 47 = 63
Turn 20 Edict Phase:
1. Assign Leadership: No changes.
2. Claim and Abandon Hexes: Claiming [07,08] (1BP), Claiming [03,05] (1BP)
3. Build Terrain Improvements: Sawmill on [04,06] (3BP), Farm on [07,08] (4BP), Road on [03, 06] (4BP)
4. Create and Improve Settlements: Graveyard in Voronakholm [4 BP], New District in Voronakholm (2BP), Erastil Temple in in Novyi Svet [12 BP]
5. Create Army Units: No changes
6. Issue Edicts: Promotion (Standard) (Stability +2, -2BP), Taxation (Normal) (+2 Economy, - 2 Loyalty), Holidays (6) (+2 Loyalty, -2 BP)
Treasury: 5 BP
Economy Roll: 1d20+70/3 + 10 BP

Alexander Orlovsky |

Recommendations for expansion:
Claim: [08,08] and [05,05] - 2BP
Build: Sawmill on [05,05] (3BP), Farm on [08,08] (4BP), and Road on [02,06] (4BP)
Total BP: 13BP
That leaves 29 for building stuff.
I'd suggest be build a Barracks in Novyi Svet to house the Sootscale Light Cav (6BP) and a Stockyard in Voronakholm (10BP). That handles our consumption for a while which we can either use to expand our military or just expand into the forest quicker. After that we can focus on more things that build up Loyalty again.

Marcus the Dog |

I'm not entirely sure what the 'big picture' for kingdom building is right now so I'll defer to the other's judgement until I get a better grasp of it.

Marcus the Dog |

"Thank you for being voluntold about your loyalty to us..."

Othniel Laurentius |

Mandatory Volenteers!
Is that the proposed title for our undead units? Andrea’s Mandatory Volunteer Corps? lol

Alexander Orlovsky |

Turn 21 Upkeep Phase:
1. Stability Check: DC 49, roll is at +48
2. Pay Consumption: Consumption 0
3. Fill Vacant Magic Item Slots: Two minor wondrous items
4. Modify Unrest: 0
Stability: 1d20 + 48 ⇒ (10) + 48 = 58
Turn 21 Edict Phase:
1. Assign Leadership: No changes.
2. Claim and Abandon Hexes: Claiming [08,08] (1BP), Claiming [05,05] (1BP)
3. Build Terrain Improvements: Sawmill on [05,05] (3BP), Farm on [08,08] (4BP), Road on [02, 06] (4BP)
4. Create and Improve Settlements: Barracks in Novyi Svet [6BP], Stockyard in Voronakholm [10BP]
5. Create Army Units: No changes
6. Issue Edicts: Promotion (Standard) (Stability +2, -2BP), Taxation (Normal) (+2 Economy, - 2 Loyalty), Holidays (6) (+2 Loyalty, -2 BP)
Treasury: 13 BP
Economy Roll: 1d20+71/3 + 11 BP

The Winds of Fate |

Event roll:
1d100 ⇒ 79 76–96 Dangerous settlement event
1d100 ⇒ 13 11–17 Crop failure
Crop Failure (Settlement)
Pests, blight, and weather ruin the harvest in the settlement’s hex and all adjacent hexes. Attempt two Stability checks. If both succeed, the problem is fixed before your kingdom takes any penalties from the event. If only one succeeds, affected farms reduce Consumption by 1 (instead of the normal reduction) in the next Upkeep Phase. If neither succeeds, affected farms do not reduce Consumption at all in the next Upkeep Phase.
I will narrate the event based on the Stability checks.

Marcus the Dog |

Here I'll throw in the stability rolls to keep things moving.
Stability: 1d20 + 48 ⇒ (2) + 48 = 501d20 + 48 ⇒ (7) + 48 = 55
OOf, I regret making that choice. Looks like we got mixed results.

Alexander Orlovsky |

It'll be okay. We're actually *really* ahead on consumption because I was rushing some building planning so it's not actually a huge issue as long as we can eventually get it all fixed.